So I checked this game and seems to be a port of the PS2 version that ran at 30 FPS, but ingame it doesn't feel like 30 FPS at all, even with dgVoodoo2 properly configured. Most times seems like the game is running in slow motion or something like that when moving around, but the framerate never drops from 32 FPS (capped), really weird. Anyone can confirm this as well?
I didn't even have to use a framerate counter, I later launched the game again using rivatuner, to 100% confirm and not the built in counter, because you are correct its not always right, but I also didn't have to I noticed the difference in smoothness immediately , the pcsx2 version is way above 30fps, not only is the difference felt and seen but on top of that rivatuner confirmed it. and it ran at 60fps.
I don't know if you want to try pcsx2 yourself, but here is a vid as well, it doesnt have a framerate counter, but you can notice how smooth it plays here during gameplay, compared to BLACK which is very choppy and indeed runs at 30fps, dont even have to look at the graphs to see how choppy it runs
Game runs fine for me. Not sure why you guys are bothering using dgvoodoo though as this game is not running under 3dfx Glide. I installed from an ISO and used a replacement for the launcher and the fix found here on this website. I can't talk about the first two as I'll get another slap on the wrist for breaking "piracy" rules so I'm having to continue that part of the discussion on the Vogons thread instead.
The game actually uses DirectX 8.1, and yes it makes sense to use dgVoodoo in older games like these to fix performance, add visual effects like anisotropic filtering and anti-aliasing, and set other things like Vsync or a custom refresh rate. I don't know why someone wouldn't use dgVoodoo actually, it's one of the best tools that was ever made for old games, no doubt. But this game doesn't feel smooth at all, even with dgVoodoo, I know what I'm saying, have finished literally hundreds of PC games to know it quite well.
OK, I was a bit rash but I don't understand half of the options it allows you to tweak so I don't usually use it all that often. I can't see the image quality going up all that much, can it? I've also had better results using nGlide with certain things (demoscene, some games) as well. Not that I don't appreciate the work gone into dgv too of course.
I'm perhaps not the best person to look into this stuff TBH. I only have a basic 60Hz 1080 monitor and a very slow PC (an advantage sometimes??) so I guess I'm used to crappy frame rates in general! I expect if you saw my screen you'd say it was slow too. ? I just like to investigate myself now and then even if I'm not really going to be playing the game much.
I've published today on my website the 60 FPS on Prisoner of War: World War II and Pilot Down: Behind Enemy Lines.
Both game were made by the same company and they both share same engine and use DirectX 8.1.
My patch also include Widescreen forcing at 1080p, removal of Securom and NO-CD ! ?
I've tested the patch, and the game shows it's running at 60 FPS but the gameplay is actually still at 30 FPS somehow, menus run at 60 FPS, but gameplay animations, camera movement and such are all still at 30 FPS. Also the FOV isn't fixed for widescreen resolutions... could you update the patch and include those as well?
It's animations who are cooked internally to run at 30 FPS (even on PS2 and Xbox) but the rendering engine now force everything else at 60 FPS.
You can check it with fraps or any software who count FPS you gonna notice it's really 60 FPS.
And for animations anything higher they get out of sync. Except that everything else run at 60 and now game runs smooth.
You can also try disable the FPS cap at all but the FPS gonna yo-yo between 60 and 180 FPS. So i've prefered just forcing 60 FPS itseelf.
If you want remove any cap change in Coldtitz.exe (Prisonner of War) with Hxd :
It simulates CRT flicker, which is necessary for the human eye to perceive fluid motion. Without it, the sample-and-hold method used by LCDs manifests as motion blur to our eyes. For LCDs, running at 120Hz with black frame insertion every other frame gives you 60Hz CRT motion quality on 60fps content. This is especially effective on strobe-backlight gaming monitors (e.g. Nvidia LightBoost, EIZO Turbo240, BenQ XL2720Z Blur Reduction) that often only enable motion blur reduction backlight strobing only at 120 Hz.
CRT monitors can use a 120Hz refresh rate to sync to 30kHz (240p) resolutions. However, 240p at 120Hz can create motion blur, due to having twice as many frames being drawn on screen and overlapping. The solution is to draw a black frame every other frame. At 120Hz that essentially brings it back down to proper 60Hz. The issues are that brightness is halved and any frame drops or synchronization issues are very noticeable, so you may need to adjust your display's controls to compensate.
In RetroArch, there is an option for black frame insertion in the video options in the menu. This makes it draw an extra black frame for every frame and it succeeds in making the motion smooth at 120Hz. There is an option to set the vsync swap interval if you want to double frames instead. The "refresh rate" setting should be set to 60Hz (monitor refresh rate/2) for accurate dynamic rate control in these cases.
120Hz with software inserted black frames have less latency than doing so on the display's hardware. It also has less latency vs. displaying straight 60Hz due to the decreased frame times between vsync in emulators. It also doubles the performance requirements of an emulator to maintain vsync for the same reason.
c80f0f1006